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GamePulse 0.4.22

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@ppgnox ppgnox released this 26 Jun 06:30
· 10 commits to main since this release

GamePulse 0.4.22

  • New Benchmark Lab guides baseline and comparison runs in one clean flow.
  • Benchmark saves one combined report with baseline and comparison side by side.
  • View Report and Start New appear after comparison so the next step is clear.
  • Added a 3-2-1 countdown before baseline and comparison captures start.
  • Benchmark reports now explain sampled trends and longer-run needs more clearly.
  • Universal GPU telemetry improves load, VRAM, temperature, and power support across more systems.
  • GPU readouts are more reliable on supported hardware without requiring players to tune providers manually.
  • Dashboard CPU/GPU readouts are smoother without hiding real telemetry changes.
  • Game target and FPS-capture handling are stricter after close/reopen transitions.
  • GamePulse now declares PerMonitorV2 DPI awareness for sharper multi-monitor scaling.

Benchmark Lab

The Benchmark page is now a guided settings-test workflow instead of a loose run logger. Start Baseline captures the current game scene, Start Comparison Run captures the changed setting, and the saved history entry is one combined report that compares both sides. This makes the page line up with how players actually test settings: capture the current setup, change one thing, then see whether FPS, lows, frame time, GPU busy time, and supporting telemetry moved.

The action area now follows the run state: Start Baseline, countdown, Running, Start Comparison Run, countdown, Running, then View Report or Start New. Stop cancels a countdown or active capture without saving a partial run. The report opens in-frame, and Start New resets the flow for another test.

Saved reports now put the baseline and comparison values side by side, including change values and status labels. Older baseline-only saved records still open, but new comparison tests save as one report instead of two separate history items.

Report copy was tightened throughout. Sampled telemetry is described as sampled telemetry, not as broken per-frame capture, and deep-low rows now tell players to run longer when 0.1% or 0.01% lows do not have enough frames to be meaningful.

The page also received smaller usability polish: a compact Benchmark loadout help popup, clearer comparison-change descriptions, smoother hero/avatar image transitions, centered status-pill text, a cleaner report header, and inline Delete -> Confirm behavior for saved reports.

Telemetry And Dashboard

This release starts the universal GPU telemetry path. GamePulse now reads more complete GPU load, VRAM, temperature, and power context on supported systems while keeping the technical details inside the app.

Dashboard CPU and GPU numbers now use a smoother visual channel, so the cockpit reads less twitchy while still following real telemetry. FPS capture, frame-time capture, and the native ABI remain external and anti-cheat conservative.

Benchmark and dashboard target identity handling were tightened around friendly names, stale targets, close/reopen transitions, and comparison validation. This reduces misleading reports when a game closes, restarts, or changes state.

Report Evidence

Benchmark reports now carry stronger evidence about what backed the verdict. Per-frame series data is used when a clean frame stream is available, sampled trends are shown when only telemetry ticks are available, and P95/frame-spread/deep-low copy reflects that source honestly.

Exports and saved report data keep clearer target identity, comparison method, frame-series, and evidence fields so local review is easier after a session.

Install And Trust Notes

This is a dev-signed public release. The installer and updater artifacts are signed with the local GamePulse development certificate, not a production-trusted certificate, so Windows SmartScreen or reputation prompts are still expected.

GamePulse remains an external Windows performance companion. This release does not add an overlay, injection, graphics hook, game-memory access, debugger attach, kernel driver, or hidden capture behavior.